Pontificia Universidad Javeriana

From Big Idea to Prototype: A Challenge-Based Learning Framework for Hackathons in Higher Education

Efraín Ortíz-Pabón, Lady Fernández-Mora, Nestor A. Nova-Arévalo, Juan E. Gómez-Morantes

What are Hackathons and What is Their Role in Higher Education?

Why Challenge-Based Learning (CBL)?

  • CBL focuses on real-world problems and fosters deep engagement
  • Promotes student reflection, collaboration, and innovation

CBL vs Hackathons

  • Hackathons: intense, short-term creation, technical focus
  • CBL: long-term, authentic challenge, socio-technical scope
  • Combine them for interdisciplinary, real-world projects

How?

Hack4CBL Framework Overview

Hack4CBL: Pre-Hackathon Stage

  • Define the Big Idea + real-world stakeholders
  • Form interdisciplinary teams, clarify learning outcomes
  • Domain exploration with domain experts

Hack4CBL: The Hackathon Stage

  • Iterative design & prototyping (MVPs 0.0 > 1.0 > 2.0)
  • Frequent feedback from mentors & industry experts

Hack4CBL: Post-Hackathon & Transfer

  • Evaluations: pitch demos & simulated investments
  • Awards, final reflections, potential follow-up projects

Case Study

  • Bi-national hackathon: Colombia & Costa Rica
  • 210 students, multiple disciplines (tourism, business, engineering, international relations)

Implementation Highlights

  • The Big Idea: Tourism 4.0.
  • Pre-hackathon: 6 weeks exploration + domain webinars.
  • Hackathon: 2 months with continuous expert input.
  • Post-Hackathon: 2 weeks for pitches and a two-round evaluation panel

Challenge examples (out of 17 total)

How can entrance tickets to points of interest be purchased, regardless of the type of user or payment method, while ensuring that each user contributes and receives the value they deserve? The scope should cover various points of interest such as museums, theme parks, ecological parks, national parks, etc.

Technological solutions are needed to promote the care and preservation of ecosystems and endangered flora and fauna species.

Technological tourism solutions are needed to facilitate the adoption of technologies by tourism companies, transforming a tourist destination into a smart destination. Those interested in this challenge are expected to improve a video game developed in Unity that presents the facilities of the AWAQ BioPark, benefiting local tourism by offering a detailed, educational, and sustainable interactive experience.

Inside the Hackathon: Tools & Collaboration

  • Frequent video conferencing with MS Teams
  • Held bi-weekly virtual webinars for domain insights and agile feedback.
  • Student project managers oversaw scheduling, quality control, and conflict resolution

Project evaluation

  • Two rounds of simulated investing
  • Teams with the most ammount of investment funds wins

Lessons Learned & Recommendations

  • Multi-LO environment: different disciplines, one project.
  • Student-led management develops real leadership & soft skills.
  • Mentoring & conflict resolution crucial for smoother collaboration.

Future Current work